struct Constants { /* 0x0000 */ int level; }; ConstantBuffer constants : register(b0, space0); Texture2DArray myTexture : register(t1, space0); RWByteAddressBuffer result : register(u3, space0); struct tint_symbol_1 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; [numthreads(1, 1, 1)] void main(tint_symbol_1 tint_symbol) { const uint3 GlobalInvocationID = tint_symbol.GlobalInvocationID; uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x); flatIndex = (flatIndex * 1u); float4 texel = myTexture.Load(int4(GlobalInvocationID.xy, 0, 0), 0); { uint i = 0u; while (true) { if (!((i < 1u))) { break; } result.Store((4u * (flatIndex + i)), asuint(texel.r)); { i = (i + 1u); } } } return; }